The Socialite draws from an almost psionic-like source of power - namely, the memetic power of being either a rich person, or a person with a noble title. Looking good and talking smooth, combined with this power, allows them to create various arcane effects that dazzle opponents and enhance allies. However, their power weakens if they ever stoop to harming their lessers.

Weapon and Armor Proficiency: Socialites are proficient with any weapon that deals only nonlethal damage, including unarmed attacks. They are not proficient with any other weapon, nor with armor or shields. The Code of Proper Behavior prohibits them from wielding a lethal weapon, or using a nonlethal weapon to deal lethal damage.

Spellcasting: A Socialite casts arcane spells, which are drawn from the Socialite spell list. When you gain access to a new level of spells, you automatically know all spells for that level that are on the Socialite spell list. You can cast any spell you know without advance preparation. You also have the option of expanding your spell list at certain levels.In order to cast a socialite spell, you must have a Charisma score of 10 + the spell's level (10 for cantrips, 11 for 1st-level spells, etc.) The Difficulty Class for a socialite spell's saving throw is 10 + the spell's level + the socialite's Charisma modifier.Like other spellcasters, a socialite can only cast so many spells per day. Unlike most spellcasters, their limits are more flexible. They cast spells using Spell Points, per the following cost schedule:

Level

1

2

3

4

5

6

7

8

9

MP

1

3

5

7

9

11

13

15

17

(Cantrips have their own cost - see Cantrips, below.)A socialite always casts a spell at the lowest caster level for the purposes of any variable within the spell's text (but not for purposes such as defeating spell resistance or dispel attempts). They may pay MP equal to one-quarter their level (round up) to instead treat the spell as being cast at their caster level for all purposes.A socialite's spells can not benefit from metamagic feats - some boons, however, can replicate their effects.

Cantrips: As a full-round action, a socialite can spend 1 MP to prepare a Cantrip. Once a Cantrip is prepared, it may be used as many times as the socialite wishes that day.

Code of Proper Behavior: Socialites cannot be so unseemly as to injure a lesser. Any time they deal lethal damage, they lose MP equal to twice the damage dealt. Any time they deal nonlethal damage to a being which is eitherpoorer than of lesser title than they, they lose 1 MP.

Boons: Socialites gain a small number of boons over the course of their evolution. A Boon represents signature techniques, which they can use (at the cost of MP) to enhance their spells in various ways.When gaining a level where a Socialite does not learn a new boon, they may replace one existing boon with a new one, as long as the new boon's level requirement is not higher than the level at which they gained the boon that is being replaced. The replacement boon counts as being gained at the level at which they gained the boon that is being replaced.

Financial Advantages: A socialite is rich and, as part of maintaining their power, flaunts it. When in a city, they have a personal fund (taken from their investments, allowances from parents, or some other nonesuch) equal to 10 times their level squared gold pieces per day, which they may use freely - and must use at least half of it on items that are either nonmagical, or nonpractical. While this may include some practical adventuring gear, it mostly means purposeless extravagences, or donations to support citizens villages that cannot provide extravagences. Failure to use at least half of their money on a day where they had at least one sensible opportunity to do prevents them from gaining MP after resting. ("Sensible" is up to the DM, but must be reasonably obvious).

Force of Rank: A socialite, as they gain level, learns how to 'pull rank' with the universe, making their spells harder to resist. At 2nd level, and every 3rd level after that (5th, 8th, etc.), the save DC for their socialite spells goes up by one.An exception to this comes at 20th level; instead of a socialite's spell DC increasing at this level, they become able to systematically ignore spell resistance when casting socialite spells.

New Spell: At 3rd level, and every 4 levels afterwards, a socialite can learn one spell that does not come from the socialite spell list. This spell must be a wizard or cleric spell, whose level is equal to or less than the highest level of socialite spell the socialite can cast. Further, it must obey the following rules:[*]It cannot be a damaging spell.[*]It cannot be a summon spell.[*]The spell cannot have a death, level drain, or attribute drain effect.[*](I'm sure there's some other gaps to close here that mean similar things.)

You gave an excellent class a Code, and now it is terrible. Codes are bad. Codes are poor design. You should never use them. You should remove this blasphemy from the Beguiler. Also, that code is bizarre and makes little sense.

Haven't read the rest. Your table is difficult to read. Put spells in a separate column or just leave them off altogether if you're not changing anything about them, IMO.